DRYAD
Travelers entering a forest might catch a glimpse of a
feminine form flitting through the trees. Warm laughter
hangs on the air, drawing those who hear it deeper into
the emerald shadows.
Treebound. Powerful fey will sometimes bind lesser
fey spirits to trees, transforming them into dryads. This
is sometimes done as a punishment when the fey spirit
falls in love with a mortal and that love is forbidden.
A dryad can emerge from the tree and travel the lands
around it, but the tree remains her home and roots her
to the world. As long as the tree remains healthy and
unharmed, the dryad stays forever youthful and alluring.
If the tree is harmed, she suffers. If the tree is ever
destroyed, the dryad descends into madness.
Reclusive Fey. Dryads act as guardians of their
woodland demesnes. Shy and reclusive, they watch
interlopers from the trees. A dryad struck by the beauty
of a stranger might investigate more closely, perhaps
even try to lure the individual away to be charmed.
Dryads work with other sylvan creatures to defend
their forests. Unicorns, treants, and satyrs live alongside
t~em, i~ addition to druids that share the dryads'
devotion to the woods they call home.
Woodland Magic. Dryads can speak with plants and
animals. They can teleport from one tree to another,
luring interlopers away from their groves. If pressed, a
dryad can beguile liumanoids with her enchantments,
turning enemies into friends. They also know a handful
of useful spells.
DRYAD
Medium fey, neutrQ/
Armor Class 11 (16 with barkskin)
Hit Points 22 (5d8)
Speed 30ft.
STR
10 (+0)
DEX
12 (+1)
CON
11 (+0)
Skills Pe rception +4, Stealth +5
INT
14 (+2)
WIS
15 (+2)
Senses darkvision 60ft., passive Perception 14
languages Elvish, Sylvan
Challenge 1 (200 XP)
CHA
18 (+4)
Innate Spellcasting. The dryad's innate spellcasting ability is
Charisma (spell save DC 14). The dryad can innately cast the
following spells, requiring no material components:
At will: druidcraft
3fday each: entangle, goodberry
1fday each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws
against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate
with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her
movement to step magically into one living tree within her
reach and emerge from a second living tree within 60 feet of
the first tree, appearing in an unoccupied space within 5 feet of'
the second tree. Both trees must be large or bigger.
ACTIONS
Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh),
reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8
(1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she
can see within 30 feet of her. If the target can see the dryad, it
must succeed on a DC 14 Wisdom saving throw or be magically
charmed. The charmed creature regards the dryad as a trusted
friend to be heeded and protected. Although the target isn't
under the dryad's control, it takes the dryad's requests or
actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself
on a success. Otherwise, the effect lasts 24 hours or until the
dryad dies, is on a different plane of existence from the target,
or ends the effect as a bonus action. If a target's saving throw
is successful, the target is immune to the dryad's Fey Charm
for the next 24 hours.
The dryad can have no more than one humanoid and up to
three beasts charmed at a time.
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